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1

Brennan, Brian. "Text and Image: "Reading" the Walls of the Sixth-century Cathedral of Tours." Journal of Medieval Latin 06 (January 1996): 65–83. http://dx.doi.org/10.1484/j.jml.2.304067.

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Tătărușanu, Maria, Gina Ionela Butnaru, Valentin Niță, Angelica-Nicoleta Neculăesei, and Elena Ciortescu. "The Influence of Interpretation through Guiding Tour, Quality of Reception and Relics’ Worship on the Satisfaction of Pilgrims Attending the Iasi Feast." Sustainability 13, no. 12 (2021): 6905. http://dx.doi.org/10.3390/su13126905.

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Recently, in line with the increased attention paid to cultural tourism in general and to religious tourism in particular, researchers and practitioners have become increasingly interested in the analysis of various aspects related to cultural heritage in order to capitalize on its value by means of its interpretation, thus providing beneficial effects both for tourists and for tourism’s sustainable development. The aim of this research is to analyze the extent to which the methods of interpretation of the religious cultural heritage: guiding tours, quality reception, and relic worship influence the satisfaction of tourists participating in the “Saint Parascheva” pilgrimage, held annually by the Metropolitan Cathedral in Iasi. The data were collected by means of a survey (N = 932) and the information was processed by using the SPSS version 25 program. Our results indicate the significant influence that the potential to worship relics has on pilgrims’ satisfaction compared to other interpretation methods, such as the relationship with the Cathedral’s staff or the possibility of participating in guided tours. Pilgrims’ satisfaction is also perceived differently depending on certain aspects of their socio-demographic profile, i.e., their age and the perceived faith level. This study is relevant for researchers, managers, and students interested in the field of cultural heritage interpretation in genera, and in the field of religious heritage in particular, and could significantly contribute to improving pilgrims’ satisfaction as well as cultural heritage preservation.
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RHEUBOTTOM, NICHOLAS. "SIXTEENTH BIENNIAL INTERNATIONAL CONFERENCE ON BAROQUE MUSIC UNIVERSITÄT MOZARTEUM SALZBURG, 9–13 JULY 2014." Eighteenth Century Music 12, no. 1 (2015): 141–43. http://dx.doi.org/10.1017/s1478570614000608.

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The Sixteenth Biennial International Conference on Baroque Music (ICBM) was held at the beautiful Universität für Musik und darstellende Kunst Mozarteum in Salzburg, Austria. Thanks to the tireless efforts of Professor Thomas Hochradner and his effective team of assistants, approximately 250 participants could choose from papers and lecture-recitals that covered a wide spectrum of topics and methodologies. These included new research on notable composers, geographical influences upon musical genres and interdisciplinary approaches. The organizers also offered guided tours on one of the afternoons, which allowed participants to trace the music of the city, learn about the autographs vault of the Mozarteum, listen to the organs at the Metropolitan Church or explore the cathedral quarters (Domquartier).
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Eckersley, Rosanna. "An Awkward Fit? Winifred Knights’ Scenes from the Life of Saint Martin of Tours, Canterbury Cathedral." Visual Culture in Britain 18, no. 2 (2017): 192–216. http://dx.doi.org/10.1080/14714787.2017.1326292.

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Farges, François, Marie-Pierre Etcheverry, André Scheidegger, and Daniel Grolimund. "Speciation and weathering of copper in “copper red ruby” medieval flashed glasses from the Tours cathedral (XIII century)." Applied Geochemistry 21, no. 10 (2006): 1715–31. http://dx.doi.org/10.1016/j.apgeochem.2006.07.008.

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Sarapina, Ievgeniia. "Memory heterotopias in Ukraine: Sites to re-imagine the past." Tourism and Hospitality Research 16, no. 3 (2016): 223–41. http://dx.doi.org/10.1177/1467358415589657.

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In the contemporary globalized world, tourist practices deal mostly with appropriated memory. Famous sights are arranged into classical routes proposed by guidebooks and guided tours presenting an official narrative of community’s collective memory. However, should a traveller step aside from major auto routes in Ukraine, direct liaison with the past at the forgotten historical sites is promised. A decade ago, Ukrainian travellers began to discover previously unknown to the public abandoned castles, palaces, manors, churches, cathedral, mills, etc. deep in the province and started to share travelogues after their quest-like trips around Ukraine. Sites that would be considered as heritage in the neighbouring countries, in Ukraine exist as ‘heterotopias’ (places outside usual society’s renderings). Based on the analysis of the Internet travelling community and author’s field trips, this article proposes to consider an alternative mode of tourism that provides potentially inclusive contact with the past.
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Bardill, Jonathan. "A NEW TEMPLE FOR BYZANTIUM: ANICIA JULIANA, KING SOLOMON, AND THE GILDED CEILING OF THE CHURCH OF ST. POLYEUKTOS IN CONSTANTINOPLE." Late Antique Archaeology 3, no. 1 (2006): 339–70. http://dx.doi.org/10.1163/22134522-90000048.

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The extent to which the design of Anicia Juliana’s church of St. Polyeuktos influenced Justinian’s cathedral of St. Sophia is an issue that has attracted much attention. There is broad agreement that Juliana’s church is likely to have been crowned with a brick dome on pendentives (a precursor of that crowning St. Sophia). But a reconsideration of the literary and archaeological evidence suggests that this was not the case. I argue here that a tale related by Gregory of Tours on the gilding of the roof of St. Polyeuktos reliably describes the church’s panelled wooden ceiling, and that the account is consonant with the archaeological evidence from the excavated site. Juliana commissioned for her church a ceiling similar to that which had adorned Solomon’s Temple in Jerusalem. Inspired by political and religious circumstances, she claimed to have built a copy of the New Temple, which, according to Biblical prophecy, would descend from heaven in the eschatological era and surpass the defiled Solomonic Temple.
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Maxwell, Robert. "Pilgrimage and the Dynamics of Urbanism Reconsidered: Faubourg Architecture in Romanesque Aquitaine." Architectural History 53 (2010): 41–76. http://dx.doi.org/10.1017/s0066622x00003865.

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Since the late nineteenth century, scholars have considered pilgrimage a dynamic catalyst that influenced a range of cultural practices, not least architecture. The charismatic stewardship of such influential scholars as Arthur Kingsley Porter, Kenneth John Conant, Emile Mâle and Elie Lambert helped propel the study of ‘pilgrimage architecture’ to a leading field of study, and a handful of churches — notably St-Sernin in Toulouse, St-Martin in Tours, St-Martial in Limoges, Ste-Foy in Conques and the cathedral at Santiago de Compostela — achieved status as paradigmatic monuments. At the same time, the subject was also for a long while a source of heated debate fuelled by nationalist interests, occasionally lapsing even into ad hominem squabbles. The matter has in recent decades generated calmer discussion, including new perspectives introduced by studies of other complementary cultural phenomena. Urban and economic historians, in particular, have looked to the role of pilgrimage in relation to urban growth and the rise of commercial markets. This scholarship has contributed to re-evaluations among art historians and has shed greater light, for example, on the predatory fervour with which certain bishops, cathedral chapters and abbots enticed pilgrims to destinations like Chartres, Santiago de Compostela or Cluny, just as the infusion of interdisciplinary perspectives has helped architectural historians reassess so-called pilgrimage architecture. After all, not all churches of that type were on the pilgrimage roads, nor do all churches on those roads reflect the Toulousain-Compostelan model. The relative importance of the paradigmatic five churches has been called into question.
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Jouquand, Anne-Marie, Frédéric Champagne, Xavier Rodier, Philippe Husi, and Alain Wittmann. "La fouille des " abords de la cathédrale " de Tours (Indre-et-Loire) : Antiquité — haut Moyen Âge / The excavation of the "surroundings of Tours cathedral " (Indre-et- Loire) : Antiquity - Early Middle Ages." Revue archéologique du Centre de la France 38, no. 1 (1999): 7–98. http://dx.doi.org/10.3406/racf.1999.2818.

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Lefebvre, Bastien. "Une maison du quartier cathédral de Tours (Indre-et-Loire) : évolution architecturale et techniques de construction / A house in the cathedral close of Tours (Indre-et-Loire): its architectural evolution and construction techniques." Revue archéologique du Centre de la France 43, no. 1 (2004): 223–46. http://dx.doi.org/10.3406/racf.2004.2962.

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11

Agnello, F., F. Avella, and S. Agnello. "VIRTUAL REALITY FOR HISTORICAL ARCHITECTURE." ISPRS - International Archives of the Photogrammetry, Remote Sensing and Spatial Information Sciences XLII-2/W9 (January 31, 2019): 9–16. http://dx.doi.org/10.5194/isprs-archives-xlii-2-w9-9-2019.

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<p><strong>Abstract.</strong> This article shows a first step in the development of an immersive virtual tour of the Cathedral of Palermo, entering the fields of Digital Cultural Heritage and Edutainment. Its purpose is to help people to gain knowledge about the site, highlighting the complex stratifications that have characterized its history.</p><p>The development of the project has been possible thanks to different phases of work: surveys were initially carried out by laser scanning, then assembled and processed to obtain the 3D model of the current state; at the same time, the model of reconstruction was processed in several phases, based on historical, archival and iconographic sources; both models were, later, subject to post-processing, preparatory to the development of virtual navigation. The tour scenario includes options in order to make it attractive for the player, such as interactive elements, interfaces and animations.</p>
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Anderson, Martin. "Southwark Cathedral: a MacMillan première (and a CD round-up)." Tempo 57, no. 223 (2003): 80–83. http://dx.doi.org/10.1017/s0040298203230084.

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I am no believer in historical determinism, nor am I a Scottish (or any other kind of) nationalist, but the fact that The Sixteen should commission James MacMillan to set anew the text used by Robert Carver in his 19-part motet O bone Jesu brings a profound satisfaction. No one else could have tidied up five-centuries-old loose ends as he. Carver (c. 1487–1566) was part of the dizzyingly rich flourishing of Scottish culture in the early years of the 16th century – a Catholic culture, doused by the dour sincerity of the Reformation (the MacTaliban, if you wish). MacMillan, a dry-eyed member of Scotland's Catholic minority, is the first composer since those days whose combination of faith and accomplishment allows him to pick up the glove torn from Carver's hand. His O bone Jesu – given its first public airing by The Sixteen under their founder-conductor Harry Chistophers at Southwark Cathedral on 10 October, at the outset of a year-long tour that takes them round the British Isles and to North America – may not quite reach Carver's Olympian heights (no other Scottish composer has achieved commensurate greatness) but it exploits a striking range of emotional reference nonetheless.
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Unowsky, Daniel. "“Our gratitude has no limit”: Polish Nationalism, Dynastic Patriotism, and the 1880 Imperial Inspection Tour of Galicia." Austrian History Yearbook 34 (January 2003): 145–71. http://dx.doi.org/10.1017/s0067237800020476.

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For almost three weeks the scenes repeated themselves: cannon fire, chiming church bells, massive crowds, peasant bands on horseback, school girls in white dresses laying flowers along the emperor's path, torchlight parades, mountaintop bonfires, city illuminations, serenades, court dinners, aristocratic balls, early morning prayers at cathedrals and synagogues. During Francis Joseph's 1880 inspection tour of Galicia,2 today divided between Poland and Ukraine, millions of Galicians either saw the emperor, talked with someone who did, read about his visit in the paper, or heard abąout it at a village reading hall or gathering, or from the local priest
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Owen, Barbara. "The Maturation of The Secular Organ Recital In America's Gilded Age." Nineteenth-Century Music Review 12, no. 1 (2015): 95–117. http://dx.doi.org/10.1017/s1479409815000063.

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While organs had been built in the United States since the eighteenth century, until the middle of the nineteenth century what passed as an ‘organ concert’ consisted of a mélange of transcriptions from choral music and simple improvisations, interspersed with choral music and vocal solos. As larger organs began to appear by the middle of the nineteenth century, solo organ recitals by players such as George W. Morgan were occasionally performed. In the 1850s Americans such as Dudley Buck and John K. Paine travelled to Germany to study organ performance and composition, and others followed. The opening of a large organ in Boston's Music Hall in 1863 and the building of large churches in the post-war period gave impetus to public organ recitals, which along with compositions by Bach, Mendelssohn, Rinck and Batiste etc. usually included transcriptions from operas and orchestral works, and compositions by the performers. At first, the emphasis was on Germanic music, but as the second half of the century progressed and more organists were studying abroad, works by British and French composers began to appear. By the end of the century the emphasis had become strongly French, particularly after the concert tours of Parisian virtuoso Alexandre Guilmant, and America's first true concert organist, Clarence Eddy, began making tours to European countries. By this time many large organs had been built for concert halls, cathedrals, colleges, and urban churches, providing excellent venues for solo organ recitals as the twentieth century opened.
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Sirazhiden, Damira. "VR and AR technologies in the modern cultural space and their role in environmental education." E3S Web of Conferences 217 (2020): 08002. http://dx.doi.org/10.1051/e3sconf/202021708002.

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Nowadays, in the era of digitalization, it is becoming more and more important to use digital content wisely. This also applies to the cultural heritage of any country. In the context of globalization, reasonable measures should be taken to use content to ensure the sustainability of national identity. In recent decades, new technologies have been developed and used for digital preservation in the form of three-dimensional computer models of various sizes, ranging from very small museum exhibits to the largest cathedrals and castles. The advantages of computer models are undeniable. Through prototyping and reverse engineering, important exhibits are created that make it possible not only to see, but also to hold in one place, thereby allowing a better understanding of historical events and their significance. Three-dimensional visualization provides virtual tours to different places and at different times. Unfortunately, the development of such content is very expensive. Moreover, the technologies for a successful level of immersion are under development. This applies to the criteria for content quality and accessibility and interaction functionality. It is also important to understand what elements to virtualize and how this relates to ensuring cultural identity. Rapidly developing ICT technologies have become a tool for accelerating the creation of information societies around the world. Thanks to this, many traditional services have found a new digital space for functioning and, thus, have reached a global dimension. One example is virtual museums, which provide access to their resources for every interested person who has an Internet connection.
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Tuminskaya, O. A. "Educational activities of the Russian museum in the 1940s (blockade and evacuation)." Vestnik of Saint Petersburg State University of Culture, no. 4 (45) (December 2020): 111–18. http://dx.doi.org/10.30725/2619-0303-2020-4-111-118.

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The article discusses the methods of scientific and artistic propaganda (Museum and local history tour, lesson at the exhibition, lecture, conversation with slides). Museum employees at places of temporary storage of monuments carried out educational work among the population. Working with the audience in the Museum serves as a support for the positive state of mind of people in the conditions of intense wartime. Meeting with evacuees collections of art monuments allowed residents of Perm, Gorky, Solikamsk and other regional centers in 1941–1945 to expand their horizons, aesthetically evaluate the famous masterpieces of Russian art, which had a beneficial effect on the entire cultural climate of the provincial society. During the great Patriotic war, the main part of the art collections of the State Russian Museum was evacuated to Molotov (Perm). Paintings, sculptures, works of iconography are placed in the Perm Museum of local lore, in the Trinity Cathedral of Solikamsk. Conducting excursions and consultations at temporary exhibitions, conversations with slides are methods of scientific and educational work. This work was important and necessary for the residents of Perm. The meeting with art organized for visitors of the Museum in Perm by the staff of the Russian Museum provided great spiritual support during the great Patriotic war, which can be regarded as an unprecedented case of aesthetic education of the younger generation and spiritual support of the residents of Perm in wartime conditions. The relevance of the material presented in the article is undeniable. In the last years of the twenty-fi rst century, there have been increasing calls for a review of the role of the Soviet Army in the great Patriotic war (1941–1945). It is necessary to take responsibility for historical truth. The importance of the Victory, which brought liberation from Hitlerism not only to our Homeland, but also to the Western world, is great, and the merits are invaluable. It is necessary to preserve the truth for future generations of residents of the former Soviet space, as well as citizens of other countries. Special importance in the preservation of memory belongs to documentary sources, which include archive materials. Along with them, works of art created during the war or in the first post-war years play an invaluable role in restoring the truth.
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Lundgreen-Nielsen, Flemming. "Grundtvig i guldalderens København." Grundtvig-Studier 46, no. 1 (1995): 107–39. http://dx.doi.org/10.7146/grs.v46i1.16185.

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Grundtvig and Golden Age CopenhagenBy Flemming Lundgreen-NielsenThe article has originally been given as a public lecture at the University of Copenhagen during the Golden Days in Copenhagen festival in September 1994. By way of introduction the question is posed to which extent Grundtvig belongs to the Golden Age period in Danish cultural and artistic life. Though he lived in the capital for 65 years, he never orientated himself towards the places that interested most other educated Copenhageners. The University rejected his applications for a professorate, and he in return vehemently attacked the dead learning of the institution. He hardly ever went to the Cathedral or other of the city churches, since he was at odds with most of the clergy. The art of acting he considered to be organized hypocrisy and accordingly avoided the Royal Theatre. He had good relations to the Kings (and Queens!), but did not involve himself in the affairs of the Royal Court. Unlike most contemporary writers and artists, he never took the Grand Tour of the Continent, in fact apart from four journeys to England (1829-31 and 1843) and one to Norway (1851), he stayed at home in his study, travelling in time through his comprehensive readings rather than in actual space. As he grew older, he got quite popular among his younger followers and ended up becoming one of the tourist attractions of the city, as witnessed 1872 by the young English poet Edmund Gosse briefly before Grundtvig’s demise.Grundtvig cared little for the kind of elite culture that dominated Copenhagen for most of his life. Though singing of national ballads was inaugurated during his 1838 lectures and since then has been a part of Danish tradition for public meetings, he had no ear for music at all and never communicated with the fine composers who set music to his texts. Sculpture and painting he rejected as base materialistic arts, only acknowledging the Danish sculptor of European fame, Bertel Thorvaldsen, because of his unassuming and genial personality, not on account of his reliefs and statues. Even his fellow poets he in general criticized harshly, excepting a few works by B.S. Ingemann. On the whole he did not think that, the first third of the 19th century constituted any Golden Age: it was a period filled with drowsiness and shallow entertainment, devoid of anything but sensualistic or even materialistic pleasures.Inspired by writers from Classical Greece and Rome, older humanists such as professor K.L. Rahbek nourished a hopeless longing for a lost Golden Age. Modem romanticists, however, such as the philosopher Henrich Steffens, the poet Adam Oehlenschl.ger and the above mentioned Thorvaldsen strove to regain or recreate a true Golden Age in the near future. Spurred on by Norse mythology as well as by his Christian belief, Grundtvig from around 1824 increasingly came to share this attitude. He distinguished between Guld-Alder (Golden Age) as a thing of the past, and Gylden-Aar (literally: Golden Year) as a state of earthly and heavenly happiness soon to be achieved or even existing in the present moment-the word refers to the Biblical Year of Jubilee as rendered in a medieval Danish translation of the Old Testament. Unfortunately no all-encompassing examination of Grundtvig’s use of these terms has been executed, but from his secular poetry a series of instances are given in the following, starting with a somewhat overlooked poem called »Gylden-Aaret« from January 1834, celebrating three moments in the life of King Frederik VI: his recovery from a serious illness in Schleswig and his triumphant return to Copenhagen in August 1833, hisbirthday in January 1834 and his 50 years’ jubilee as a ruler in the following April. The modem Gylden-Aar is defined as happiness for all of the people through enlightenment about life, procured by the king and all the fine poets surrounding him. Thus Grundtvig gives a unique priority to the art of poetry. No matter what occurred to Denmark in the rest of Grundtvig’s life-time, he managed to interpret the events as pains of child-birth heralding the approaching Gylden-Aar rather than as death throes. Instead of confining himself to the refined small-scale topics of most contemporary poets, he time and again energetically prophecied about the expected Gylden-Aar as a solid historical fact. In a period where elitist art according to the doctrines of romantic poetics was literally idolized, he maintained that the highest form of art consists in organizing society and the lives of common people so that all innate talents and latent possibilities are being developed in the due course of time. He believes this to be happening under the benevolent reign of the present Danish kings, among others things because the Danes have been reared to pay attention to each other and are generally uninterested in pursuing power and glory, honour and greatness. Grundtvig deduces this attitude partly from the role played by the peasants in the formation of the modem Danish national character, partly from the influence of the exeptionally loving, loveable and lovely Danish womanhood. Even the geographical position of Copenhagen between the Sound (the scene of the heroic battle against Lord Nelson in 1801) and the impressive beeches of Charlottenlund Forest (a beautiful and peaceful idyll of nature) becomes symbolic of Denmark’s state of mind, demonstrating a harmony between nature and history, reality and dream, simplicity and majesty, people and royalty. Though Grundtvig remained much of an outsider in Golden Age Copenhagen, his interest in the common citizen, in family and home and everyday life, relates him to the then current concept of ’cozy’ (hyggelig) Biedermeier art after all. Because of his view of universal history, he was able to give depth and significance even to the smallest and most trivial elements in his environment. Grundtvig simply could not help converting the exclusive Golden Age of the poets and artists into a fruitful Gylden-Aar for the whole nation.
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Rendleman, Doug. "Rejecting Property Rules-Liability Rules for Boomer's Nuisance Remedy: The Last Tour You Need of Calabresi and Melamed's Cathedral." SSRN Electronic Journal, 2013. http://dx.doi.org/10.2139/ssrn.2212384.

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Raanes, Eli. "Access to Interaction and Context Through Situated Descriptions: A Study of Interpreting for Deafblind Persons." Frontiers in Psychology 11 (December 14, 2020). http://dx.doi.org/10.3389/fpsyg.2020.573154.

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This article focuses on how to provide environmental descriptions of the context with the intent of creating access to information and dialogical participation for deafblind persons. Multimodal interaction is needed to communicate with deafblind persons whose combined sensory loss impedes their access to the environment and ongoing interaction. Empirical data of interpreting for deafblind persons are analyzed to give insight into how this task may be performed. All communicative activities vary due to their context, participants, and aim. In this study, our data are part of a cross-linguistic study of tactile sign language and were gathered during a guided tour for a deafblind group. The guided tour was tailored to a specific group (adult deafblind tactile signers and their interpreters) visiting one of the oldest cathedrals and pilgrim sites in Scandinavia, with interpreters following up the guide’s presentation and providing descriptions based on the given situation. The tour and the interpreters’ work were videotaped, and the ongoing interaction and communication have been studied through video-ethnographic methods and conversational analysis. The data have been investigated for the research question: What elements are involved in descriptions to provide deafblind individuals access to their environments? Theories from multimodality communicative studies are relevant for the ways tactile descriptions are presented and analyzed. Some of this is an investigation at a microlevel of interaction. An overall inspiration for this study is interaction studies with data from authentic formal and informal conversations and ways of analyzing embodied action and situated gestures in studies of human interaction. Also, concepts of “frontstage,” “backstage,” and “main conversation” are brought into our interpreter-mediated data to follow the role of building meaning in complex conversations. Theories on interaction are used in the analyses to illustrate the participating framework between the guide, the interpreter, the deafblind person, and the situated frame of their interaction. The study opens for a broader understanding of the repertoire of multimodal interaction and how such interaction may be handled as inputs in communication processes. This is of relevance for communication with deafblind persons, for professionals meeting blind and deafblind clients, and for knowledge of multimodal interaction in general.
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Proctor, Devin. "Wandering in the City: Time, Memory, and Experience in Digital Game Space." M/C Journal 22, no. 4 (2019). http://dx.doi.org/10.5204/mcj.1549.

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As I round the corner from Church Street onto Vesey, I am abruptly met with the façade of St. Paul’s Chapel and by the sudden memory of two things, both of which have not yet happened. I think about how, in a couple of decades, the area surrounding me will be burnt to the ground. I also recall how, just after the turn of the twenty-first century, the area will again crumble onto itself. It is 1759, and I—via my avatar—am wandering through downtown New York City in the videogame space of Assassin’s Creed: Rogue (AC:R). These spatial and temporal memories stem from the fact that I have previously (that is, earlier in my life) played an AC game set in New York City during the War for Independence (later in history), wherein the city’s lower west side burns at the hands of the British. Years before that (in my biographical timeline, though much later in history) I watched from twenty-something blocks north of here as flames erupted from the twin towers of the World Trade Center. Complicating the situation further, Michel de Certeau strolls with me in spirit, pondering observations he will make from almost this exact location (though roughly 1,100 feet higher up) 220 years from now, around the time I am being born. Perhaps the oddest aspect of this convoluted and temporally layered experience is the fact that I am not actually at the corner of Church and Vesey in 1759 at all, but rather on a couch, in Virginia, now. This particular type of sudden arrival at a space is only possible when it is not planned. Prior to the moment described above, I had finished a “mission” in the game that involved my coming to the city, so I decided I would just walk around a bit in the newly discovered digital New York of 1759. I wanted to take it in. I wanted to wander. Truly Being-in-a-place means attending to the interconnected Being-ness and Being-with-ness of all of the things that make up that place (Heidegger; Haraway). Conversely, to travel to or through a place entails a type of focused directionality toward a place that you are not currently Being in. Wandering, however, demands eschewing both, neither driven by an incessant goal, nor stuck in place by introspective ruminations. Instead, wandering is perhaps best described as a sort of mobile openness. A wanderer is not quite Benjamin’s flâneur, characterised by an “idle yet assertive negotiation of the street” (Coates 28), but also, I would argue, not quite de Certeau’s “Wandersmünner, whose bodies follow the thicks and thins of an urban ‘text’ they write without being able to read it” (de Certeau 93). Wandering requires a concerted effort at non-intentionality. That description may seem to fold in on itself, to be sure, but as the spaces around us are increasingly “canalized” (Rabinow and Foucault) and designed with specific trajectories and narratives in mind, inaction leads to the unconscious enacting of an externally derived intention; whereas any attempt to subvert that design is itself a wholly intentional act. This is why wandering is so difficult. It requires shedding layers. It takes practice, like meditation.In what follows, I will explore the possibility of revelatory moments enabled by the shedding of these layers of intention through my own experience in digital space (maybe the most designed and canalized spaces we inhabit). I come to recognise, as I disavow the designed narrative of game space, that it takes on other meanings, becomes another space. I find myself Being-there in a way that transcends the digital as we understand it, experiencing space that reaches into the past and future, into memory and fiction. Indeed, wandering is liminal, betwixt fixed points, spaces, and times, and the text you are reading will wander in this fashion—between the digital and the physical, between memory and experience, and among multiple pasts and the present—to arrive at a multilayered subjective sense of space, a palimpsest of placemaking.Before charging fully into digital time travel, however, we must attend to the business of context. In this case, this means addressing why I am talking about videogame space in Certaudian terms. Beginning as early as 1995, videogame theorists have employed de Certeau’s notion of “spatial stories” in their assertions that games allow players to construct the game’s narrative by travelling through and “colonizing” the space (Fuller and Jenkins). Most of the scholarship involving de Certeau and videogames, however, has been relegated to the concepts of “map/tour” in looking at digital embodiment within game space as experiential representatives of the place/space binary. Maps verbalise spatial experience in place terms, such as “it’s at the corner of this and that street”, whereas tours express the same in terms of movement through space, as in “turn right at the red house”. Videogames complicate this because “mapping is combined with touring when moving through the game-space” (Lammes).In Games as Inhabited Spaces, Bernadette Flynn moves beyond the map/tour dichotomy to argue that spatial theories can approach videogaming in a way no other viewpoint can, because neither narrative nor mechanics of play can speak to the “space” of a game. Thus, Flynn’s work is “focused on completely reconceiving gameplay as fundamentally configured with spatial practice” (59) through de Certeau’s concepts of “strategic” and “tactical” spatial use. Flynn explains:The ability to forge personal directions from a closed simulation links to de Certeau’s notion of tactics, where users can create their own trajectories from the formal organizations of space. For de Certeau, tactics are related to how people individualise trajectories of movement to create meaning and transformations of space. Strategies on the other hand, are more akin to the game designer’s particular matrix of formal structures, arrangements of time and space which operate to control and constrain gameplay. (59)Flynn takes much of her reading of de Certeau from Lev Manovich, who argues that a game designer “uses strategies to impose a particular matrix of space, time, experience, and meaning on his viewers; they, in turn, use ‘tactics’ to create their own trajectories […] within this matrix” (267). Manovich believes de Certeau’s theories offer a salient model for thinking about “the ways in which computer users navigate through computer spaces they did not design” (267). In Flynn’s and Manovich’s estimation, simply moving through digital space is a tactic, a subversion of its strategic and linear design.The views of game space as tactical have historically (and paradoxically) treated the subject of videogames from a strategic perspective, as a configurable space to be “navigated through”, as a way of attaining a certain goal. Dan Golding takes up this problem, distancing our engagement from the design and calling for a de Certeaudian treatment of videogame space “from below”, where “the spatial diegesis of the videogame is affordance based and constituted by the skills of the player”, including those accrued outside the game space (Golding 118). Similarly, Darshana Jayemanne adds a temporal element with the idea that these spatial constructions are happening alongside a “complexity” and “proliferation of temporal schemes” (Jayemanne 1, 4; see also Nikolchina). Building from Golding and Jayemanne, I illustrate here a space wherein the player, not the game, is at the fulcrum of both spatial and temporal complexity, by adding the notion that—along with skill and experience—players bring space and time with them into the game.Viewed with the above understanding of strategies, tactics, skill, and temporality, the act of wandering in a videogame seems inherently subversive: on one hand, by undergoing a destination-less exploration of game space, I am rejecting the game’s spatial narrative trajectory; on the other, I am eschewing both skill accrual and temporal insistence to attempt a sense of pure Being-in-the-game. Such rebellious freedom, however, is part of the design of this particular game space. AC:R is a “sand box” game, which means it involves a large environment that can be traversed in a non-linear fashion, allowing, supposedly, for more freedom and exploration. Indeed, much of the gameplay involves slowly making more space available for investigation in an outward—rather than unidirectional—course. A player opens up these new spaces by “synchronising a viewpoint”, which can only be done by climbing to the top of specific landmarks. One of the fundamental elements of the AC franchise is an acrobatic, free-running, parkour style of engagement with a player’s surroundings, “where practitioners weave through urban environments, hopping over barricades, debris, and other obstacles” (Laviolette 242), climbing walls and traversing rooftops in a way unthinkable (and probably illegal) in our everyday lives. People scaling buildings in major metropolitan areas outside of videogame space tend to get arrested, if they survive the climb. Possibly, these renegade climbers are seeking what de Certeau describes as the “voluptuous pleasure […] of ‘seeing the whole,’ of looking down on, totalizing the most immoderate of human texts” (92)—what he experienced, looking down from the top of the World Trade Center in the late 1970s.***On digital ground level, back in 1759, I look up to the top of St. Paul’s bell tower and crave that pleasure, so I climb. As I make my way up, Non-Player Characters (NPCs)—the townspeople and trader avatars who make up the interactive human scenery of the game—shout things such as “You’ll hurt yourself” and “I say! What on earth is he doing?” This is the game’s way of convincing me that I am enacting agency and writing my own spatial story. I seem to be deploying “tricky and stubborn procedures that elude discipline without being outside the field in which it is exercised” (de Certeau 96), when I am actually following the program the way I am supposed to. If I were not meant to climb the tower, I simply would not be able to. The fact that game developers go to the extent of recording dialogue to shout at me when I do this proves that they expect my transgression. This is part of the game’s “semi-social system”: a collection of in-game social norms that—to an extent—reflect the cultural understandings of outside non-digital society (Atkinson and Willis). These norms are enforced through social pressures and expectations in the game such that “these relative imperatives and influences, appearing to present players with ‘unlimited’ choices, [frame] them within the parameters of synthetic worlds whose social structure and assumptions are distinctly skewed in particular ways” (408). By using these semi-social systems, games communicate to players that performing a particular act is seen as wrong or scandalous by the in-game society (and therefore subversive), even when the action is necessary for the continuation of the spatial story.When I reach the top of the bell tower, I am able to “synchronise the viewpoint”—that is, unlock the map of this area of the city. Previously, I did not have access to an overhead view of the area, but now that I have indulged in de Certeau’s pleasure of “seeing the whole”, I can see not only the tactical view from the street, but also the strategic bird’s-eye view from above. From the top, looking out over the city—now The City, a conceivable whole rather than a collection of streets—it is difficult to picture the neighbourhood engulfed in flames. The stair-step Dutch-inspired rooflines still recall the very recent change from New Amsterdam to New York, but in thirty years’ time, they will all be torched and rebuilt, replaced with colonial Tudor boxes. I imagine myself as an eighteenth-century de Certeau, surveying pre-ruination New York City. I wonder how his thoughts would have changed if his viewpoint were coloured with knowledge of the future. Standing atop the very symbol of global power and wealth—a duo-lith that would exist for less than three decades—would his pleasure have been less “voluptuous”? While de Certeau considers the viewer from above like Icarus, whose “elevation transfigures him into a voyeur” (92), I identify more with Daedalus, preoccupied with impending disaster. I swan-dive from the tower into a hay cart, returning to the bustle of the street below.As I wander amongst the people of digital 1759 New York, the game continuously makes phatic advances at me. I bump into others on the street and they drop boxes they are carrying, or stumble to the side. Partial overheard conversations going on between townspeople—“… what with all these new taxes …”, “… but we’ve got a fine regiment here …”—both underscore the historical context of the game and imply that this is a world that exists even when I am not there. These characters and their conversations are as much a part of the strategic makeup of the city as the buildings are. They are the text, not the writers nor the readers. I am the only writer of this text, but I am merely transcribing a pre-programmed narrative. So, I am not an author, but rather a stenographer. For this short moment, though, I am allowed by the game to believe that I am making the choice not to transcribe; there are missions to complete, and I am ignoring them. I am taking in the city, forgetting—just as the design intends—that I am the only one here, the only person in the entire world, indeed, the person for whom this world exists.While wandering, I also experience conflicts and mergers between what Maurice Halbwachs has called historical, autobiographical, and collective memory types: respectively, these are memories created according to historical record, through one’s own life experience, and by the way a society tends to culturally frame and recall “important” events. De Certeau describes a memorable place as a “palimpsest, [where] subjectivity is already linked to the absence that structures it as existence” (109). Wandering through AC:R’s virtual representation of 1759 downtown New York, I am experiencing this palimpsest in multiple layers, activating my Halbwachsian memories and influencing one another in the creation of my subjectivity. This is the “absence” de Certeau speaks of. My visions of Revolutionary New York ablaze tug at me from beneath a veneer of peaceful Dutch architecture: two warring historical memory constructs. Simultaneously, this old world is painted on top of my autobiographical memories as a New Yorker for thirteen years, loudly ordering corned beef with Russian dressing at the deli that will be on this corner. Somewhere sandwiched between these layers hides a portrait of September 11th, 2001, painted either by collective memory or autobiographical memory, or, more likely, a collage of both. A plane entering a building. Fire. Seen by my eyes, and then re-seen countless times through the same televised imagery that the rest of the world outside our small downtown village saw it. Which images are from media, and which from memory?Above, as if presiding over the scene, Michel de Certeau hangs in the air at the collision site, suspended a 1000 feet above the North Pool of the 9/11 Memorial, rapt in “voluptuous pleasure”. And below, amid the colonists in their tricorns and waistcoats, people in grey ash-covered suits—ambulatory statues; golems—slowly and silently march ever uptown-wards. Dutch and Tudor town homes stretch skyward and transform into art-deco and glass monoliths. These multiform strata, like so many superimposed transparent maps, ground me in the idea of New York, creating the “fragmentary and inward-turning histories” (de Certeau 108) that give place to my subjectivity, allowing me to Be-there—even though, technically, I am not.My conscious decision to ignore the game’s narrative and wander has made this moment possible. While I understand that this is entirely part of the intended gameplay, I also know that the design cannot possibly account for the particular way in which I experience the space. And this is the fundamental point I am asserting here: that—along with the strategies and temporal complexities of the design and the tactics and skills of those on the ground—we bring into digital space our own temporal and experiential constructions that allow us to Be-in-the-game in ways not anticipated by its strategic design. Non-digital virtuality—in the tangled forms of autobiographical, historic, and collective memory—reaches into digital space, transforming the experience. Further, this changed game-experience becomes a part of my autobiographical “prosthetic memory” that I carry with me (Landsberg). When I visit New York in the future, and I inevitably find myself abruptly met with the façade of St Paul’s Chapel as I round the corner of Church Street and Vesey, I will be brought back to this moment. Will I continue to wander, or will I—if just for a second—entertain the urge to climb?***After the recent near destruction by fire of Notre-Dame, a different game in the AC franchise was offered as a free download, because it is set in revolutionary Paris and includes a very detailed and interactive version of the cathedral. Perhaps right now, on sundry couches in various geographical locations, people are wandering there: strolling along the Siene, re-experiencing time they once spent there; overhearing tense conversations about regime change along the Champs-Élysées that sound disturbingly familiar; or scaling the bell tower of the Notre-Dame Cathedral itself—site of revolution, desecration, destruction, and future rebuilding—to reach the pleasure of seeing the strategic whole at the top. And maybe, while they are up there, they will glance south-southwest to the 15th arrondissement, where de Certeau lies, enjoying some voluptuous Icarian viewpoint as-yet unimagined.ReferencesAtkinson, Rowland, and Paul Willis. “Transparent Cities: Re‐Shaping the Urban Experience through Interactive Video Game Simulation.” City 13.4 (2009): 403–417. DOI: 10.1080/13604810903298458.Benjamin, Walter. The Arcades Project. Trans. Howard Eiland and Kevin McLaughlin. Ed. Rolf Tiedmann. Cambridge, Mass.: Belknap Press, 2002. Coates, Jamie. “Key Figure of Mobility: The Flâneur.” Social Anthropology 25.1 (2017): 28–41. DOI: 10.1111/1469-8676.12381.De Certeau, Michel. The Practice of Everyday Life. Translated by Steven Rendall. Berkeley: University of California Press, 1984.Flynn, Bernadette. “Games as Inhabited Spaces.” Media International Australia, Incorporating Culture and Policy 110 (2004): 52–61. DOI: 10.1177/1329878X0411000108.Fuller, Mary, and Henry Jenkins. “‘Nintendo and New World Travel Writing: A Dialogue’ [in] CyberSociety: Computer-Mediated Communication and Community.” CyberSociety: Computer-Mediated Communication and Community. Ed. Steve Jones. Thousand Oaks: Sage, 1994. 57–72. <https://contentstore.cla.co.uk/secure/link?id=7dc700b8-cb87-e611-80c6-005056af4099>.Golding, Daniel. “Putting the Player Back in Their Place: Spatial Analysis from Below.” Journal of Gaming & Virtual Worlds 5.2 (2013): 117–30. DOI: 10.1386/jgvw.5.2.117_1.Halbwachs, Maurice. The Collective Memory. New York: Harper & Row, 1980.Haraway, Donna. Staying with the Trouble: Making Kin in the Chthulucene. Durham: Duke University Press Books, 2016.Heidegger, Martin. Existence and Being. Chicago: Henry Regnery Company, 1949.Jayemanne, Darshana. “Chronotypology: A Comparative Method for Analyzing Game Time.” Games and Culture (2019): 1–16. DOI: 10.1177/1555412019845593.Lammes, Sybille. “Playing the World: Computer Games, Cartography and Spatial Stories.” Aether: The Journal of Media Geography 3 (2008): 84–96. DOI: 10.1080/10402659908426297.Landsberg, Alison. Prosthetic Memory: The Transformation of American Remembrance in the Age of Mass Culture. New York: Columbia University Press, 2004.Laviolette, Patrick. “The Neo-Flâneur amongst Irresistible Decay.” Playgrounds and Battlefields: Critical Perspectives of Social Engagement. Eds. Martínez Jüristo and Klemen Slabina. Tallinn: Tallinn University Press, 2014. 243–71.Manovich, Lev. The Language of New Media. Cambridge, Massachusetts: MIT Press, 2002.Nikolchina, Miglena. “Time in Video Games: Repetitions of the New.” Differences 28.3 (2017): 19–43. DOI: 10.1215/10407391-4260519.Rabinow, Paul, and Michel Foucault. “Interview with Michel Foucault on Space, Knowledge and Power.” Skyline (March 1982): 17–20.
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Dutton, Jacqueline Louise. "C'est dégueulasse!: Matters of Taste and “La Grande bouffe” (1973)." M/C Journal 17, no. 1 (2014). http://dx.doi.org/10.5204/mcj.763.

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Abstract:
Dégueulasse is French slang for “disgusting,” derived in 1867 from the French verb dégueuler, to vomit. Despite its vulgar status, it is frequently used by almost every French speaker, including foreigners and students. It is also a term that has often been employed to describe the 1973 cult film, La Grande bouffe [Blow Out], by Marco Ferreri, which recounts in grotesque detail the gastronomic suicide of four male protagonists. This R-rated French-Italian production was booed, and the director spat on, at the 26th Cannes Film Festival—the Jury President, Ingrid Bergman, said it was the most “sordid” film she’d ever seen, and is even reported to have vomited after watching it (Télérama). Ferreri nevertheless walked away with the Prix FIPRESCI, awarded by the Federation of International Critics, and it is apparently the largest grossing release in the history of Paris with more than 700,000 entries in Paris and almost 3 million in France overall. Scandal sells, and this was especially seemingly so 1970s, when this film was avidly consumed as part of an unholy trinity alongside Bernardo Bertolucci’s Le Dernier Tango à Paris [Last Tango in Paris] (1972) and Jean Eustache’s La Maman et la putain [The Mother and the Whore] (1973). Fast forward forty years, though, and at the very moment when La Grande bouffe was being commemorated with a special screening on the 2013 Cannes Film Festival programme, a handful of University of Melbourne French students in a subject called “Matters of Taste” were boycotting the film as an unacceptable assault to their sensibilities. Over the decade that I have been showing the film to undergraduate students, this has never happened before. In this article, I want to examine critically the questions of taste that underpin this particular predicament. Analysing firstly the intradiegetic portrayal of taste in the film, through both gustatory and aesthetic signifiers, then the choice of the film as a key element in a University subject corpus, I will finally question the (dis)taste displayed by certain students, contextualising it as part of an ongoing socio-cultural commentary on food, sex, life, and death. Framed by a brief foray into Bourdieusian theories of taste, I will attempt to draw some conclusions on the continual renegotiation of gustatory and aesthetic tastes in relation to La Grande bouffe, and thereby deepen understanding of why it has become the incarnation of dégueulasse today. Theories of Taste In the 1970s, the parameters of “good” and “bad” taste imploded in the West, following political challenges to the power of the bourgeoisie that also undermined their status as the contemporary arbiters of taste. This revolution of manners was particularly shattering in France, fuelled by the initial success of the May 68 student, worker, and women’s rights movements (Ross). The democratization of taste served to legitimize desires different from those previously dictated by bourgeois norms, enabling greater diversity in representing taste across a broad spectrum. It was reflected in the cultural products of the 1970s, including cinema, which had already broken with tradition during the New Wave in the late 1950s and early 1960s, and became a vector for political ideologies as well as radical aesthetic choices (Smith). Commonly regarded as “the decade that taste forgot,” the 1970s were also a time for re-assessing the sociology of taste, with the magisterial publication of Pierre Bourdieu’s Distinction: A Social Critique of the Judgement of Taste (1979, English trans. 1984). As Bourdieu refuted Kant’s differentiation between the legitimate aesthetic, so defined by its “disinterestedness,” and the common aesthetic, derived from sensory pleasures and ordinary meanings, he also attempted to abolish the opposition between the “taste of reflection” (pure pleasure) and the “taste of sense” (facile pleasure) (Bourdieu 7). In so doing, he laid the foundations of a new paradigm for understanding the apparently incommensurable choices that are not the innate expression of our unique personalities, but rather the product of our class, education, family experiences—our habitus. Where Bourdieu’s theories align most closely with the relationship between taste and revulsion is in the realm of aesthetic disposition and its desire to differentiate: “good” taste is almost always predicated on the distaste of the tastes of others. Tastes (i.e. manifested preferences) are the practical affirmation of an inevitable difference. It is no accident that, when they have to be justified, they are asserted purely negatively, by the refusal of other tastes. In matters of taste, more than anywhere else, all determination is negation; and tastes are perhaps first and foremost distastes, disgust provoked by horror or visceral intolerance (“sick-making”) of the tastes of others. “De gustibus non est disputandum”: not because “tous les goûts sont dans la nature,” but because each taste feels itself to be natural—and so it almost is, being a habitus—which amounts to rejecting others as unnatural and therefore vicious. Aesthetic intolerance can be terribly violent. Aversion to different life-styles is perhaps one of the strongest barriers between the classes (Bourdieu). Although today’s “Gen Y” Melbourne University students are a long way from 1970s French working class/bourgeois culture clashes, these observations on taste as the corollary of distaste are still salient tools of interpretation of their attitudes towards La Grande bouffe. And, just as Bourdieu effectively deconstructed Kant’s Critique of Aesthetic Judgement and the 18th “century of taste” notions of universality and morality in aesthetics (Dickie, Gadamer, Allison) in his groundbreaking study of distinction, his own theories have in turn been subject to revision in an age of omnivorous consumption and eclectic globalisation, with various cultural practices further destabilising the hierarchies that formerly monopolized legitimate taste (Sciences Humaines, etc). Bourdieu’s theories are still, however, useful for analysing La Grande bouffe given the contemporaneous production of these texts, as they provide a frame for understanding (dis)taste both within the filmic narrative and in the wider context of its reception. Taste and Distaste in La Grande bouffe To go to the cinema is like to eat or shit, it’s a physiological act, it’s urban guerrilla […] Enough with feelings, I want to make a physiological film (Celluloid Liberation Front). Marco Ferreri’s statements about his motivations for La Grande bouffe coincide here with Bourdieu’s explanation of taste: clearly the director wished to depart from psychological cinema favoured by contemporary critics and audiences and demonstrated his distaste for their preference. There were, however, psychological impulses underpinning his subject matter, as according to film academic Maurizio Viano, Ferrari had a self-destructive, compulsive relation to food, having been forced to spend a few weeks in a Swiss clinic specialising in eating disorders in 1972–1973 (Viano). Food issues abound in his biography. In an interview with Tullio Masoni, the director declared: “I was fat as a child”; his composer Phillipe Sarde recalls the grand Italian-style dinners that he would organise in Paris during the film; and, two of the film’s stars, Marcello Mastroianni and Ugo Tognazzi, actually credit the conception of La Grande bouffe to a Rabelaisian feast prepared by Tognazzi, during which Ferreri exclaimed “hey guys, we are killing ourselves!” (Viano 197–8). Evidently, there were psychological factors behind this film, but it was nevertheless the physiological aspects that Ferreri chose to foreground in his creation. The resulting film does indeed privilege the physiological, as the protagonists fornicate, fart, vomit, defecate, and—of course—eat, to wild excess. The opening scenes do not betray such sordid sequences; the four bourgeois men are introduced one by one so as to establish their class credentials as well as display their different tastes. We first encounter Ugo (Tognazzi), an Italian chef of humble peasant origins, as he leaves his elegant restaurant “Le Biscuit à soupe” and his bourgeois French wife, to take his knives and recipes away with him for the weekend. Then Michel (Piccoli), a TV host who has pre-taped his shows, gives his apartment keys to his 1970s-styled baba-cool daughter as he bids her farewell, and packs up his cleaning products and rubber gloves to take with him. Marcello (Mastroianni) emerges from a cockpit in his aviator sunglasses and smart pilot’s uniform, ordering his sexy airhostesses to carry his cheese and wine for him as he takes a last longing look around his plane. Finally, the judge and owner of the property where the action will unfold, Philippe (Noiret), is awoken by an elderly woman, Nicole, who feeds him tea and brioche, pestering him for details of his whereabouts for the weekend, until he demonstrates his free will and authority, joking about his serious life, and lying to her about attending a legal conference in London. Having given over power of attorney to Nicole, he hints at the finality of his departure, but is trying to wrest back his independence as his nanny exhorts him not to go off with whores. She would rather continue to “sacrifice herself for him” and “keep it in the family,” as she discreetly pleasures him in this scene. Scholars have identified each protagonist as an ideological signifier. For some, they represent power—Philippe is justice—and three products of that ideology: Michel is spectacle, Ugo is food, and Marcello is adventure (Celluloid Liberation Front). For others, these characters are the perfect incarnations of the first four Freudian stages of sexual development: Philippe is Oedipal, Michel is indifferent, Ugo is oral, and Marcello is impotent (Tury & Peter); or even the four temperaments of Hippocratic humouralism: Philippe the phlegmatic, Michel the melancholic, Ugo the sanguine, and Marcello the choleric (Calvesi, Viano). I would like to offer another dimension to these categories, positing that it is each protagonist’s taste that prescribes his participation in this gastronomic suicide as well as the means by which he eventually dies. Before I develop this hypothesis, I will first describe the main thrust of the narrative. The four men arrive at the villa at 68 rue Boileau where they intend to end their days (although this is not yet revealed). All is prepared for the most sophisticated and decadent feasting imaginable, with a delivery of the best meats and poultry unfurling like a surrealist painting. Surrounded by elegant artworks and demonstrating their cultural capital by reciting Shakespeare, Brillat-Savarin, and other classics, the men embark on a race to their death, beginning with a competition to eat the most oysters while watching a vintage pornographic slideshow. There is a strong thread of masculine athletic engagement in this film, as has been studied in detail by James R. Keller in “Four Little Caligulas: La Grande bouffe, Consumption and Male Masochism,” and this is exacerbated by the arrival of a young but matronly schoolmistress Andréa (Ferréol) with her students who want to see the garden. She accepts the men’s invitation to stay on in the house to become another object of competitive desire, and fully embraces all the sexual and gustatory indulgence around her. Marcello goes further by inviting three prostitutes to join them and Ugo prepares a banquet fit for a funeral. The excessive eating makes Michel flatulent and Marcello impotent; when Marcello kicks the toilet in frustration, it explodes in the famous fecal fountain scene that apparently so disgusted his then partner Catherine Deneuve, that she did not speak to him for a week (Ebert). The prostitutes flee the revolting madness, but Andréa stays like an Angel of Death, helping the men meet their end and, in surviving, perhaps symbolically marking an end to the masculinist bourgeoisie they represent.To return to the role of taste in defining the rise and demise of the protagonists, let me begin with Marcello, as he is the first to die. Despite his bourgeois attitudes, he is a modern man, associated with machines and mobility, such as the planes and the beautiful Bugatti, which he strokes with greater sensuality than the women he hoists onto it. His taste is for the functioning mechanical body, fast and competitive, much like himself when he is gorging on oysters. But his own body betrays him when his “masculine mechanics” stop functioning, and it is the fact that the Bugatti has broken down that actually causes his death—he is found frozen in driver’s seat after trying to escape in the Bugatti during the night. Marcello’s taste for the mechanical leads therefore to his eventual demise. Michel is the next victim of his own taste, which privileges aesthetic beauty, elegance, the arts, and fashion, and euphemises the less attractive or impolite, the scatological, boorish side of life. His feminized attire—pink polo-neck and flowing caftan—cannot distract from what is happening in his body. The bourgeois manners that bind him to beauty mean that breaking wind traumatises him. His elegant gestures at the dance barre encourage rather than disguise his flatulence; his loud piano playing cannot cover the sound of his loud farts, much to the mirth of Philippe and Andréa. In a final effort to conceal his painful bowel obstruction, he slips outside to die in obscene and noisy agony, balanced in an improbably balletic pose on the balcony balustrade. His desire for elegance and euphemism heralds his death. Neither Marcello nor Michel go willingly to their ends. Their tastes are thwarted, and their deaths are disgusting to them. Their cadavers are placed in the freezer room as silent witnesses to the orgy that accelerates towards its fatal goal. Ugo’s taste is more earthy and inherently linked to the aims of the adventure. He is the one who states explicitly: “If you don’t eat, you won’t die.” He wants to cook for others and be appreciated for his talents, as well as eat and have sex, preferably at the same time. It is a combination of these desires that kills him as he force-feeds himself the monumental creation of pâté in the shape of the Cathedral of Saint-Peter that has been rejected as too dry by Philippe, and too rich by Andréa. The pride that makes him attempt to finish eating his masterpiece while Andréa masturbates him on the dining table leads to a heart-stopping finale for Ugo. As for Philippe, his taste is transgressive. In spite of his upstanding career as a judge, he lies and flouts convention in his unorthodox relationship with nanny Nicole. Andréa represents another maternal figure to whom he is attracted and, while he wishes to marry her, thereby conforming to bourgeois norms, he also has sex with her, and her promiscuous nature is clearly signalled. Given his status as a judge, he reasons that he can not bring Marcello’s frozen body inside because concealing a cadaver is a crime, yet he promotes collective suicide on his premises. Philippe’s final transgression of the rules combines diabetic disobedience with Oedipal complex—Andréa serves him a sugary pink jelly dessert in the form of a woman’s breasts, complete with cherries, which he consumes knowingly and mournfully, causing his death. Unlike Marcello and Michel, Ugo and Philippe choose their demise by indulging their tastes for ingestion and transgression. Following Ferreri’s motivations and this analysis of the four male protagonists, taste is clearly a cornerstone of La Grande bouffe’s conception and narrative structure. It is equally evident that these tastes are contrary to bourgeois norms, provoking distaste and even revulsion in spectators. The film’s reception at the time of its release and ever since have confirmed this tendency in both critical reviews and popular feedback as André Habib’s article on Salo and La Grande bouffe (2001) meticulously demonstrates. With such a violent reaction, one might wonder why La Grande bouffe is found on so many cinema studies curricula and is considered to be a must-see film (The Guardian). Corpus and Corporeality in Food Film Studies I chose La Grande bouffe as the first film in the “Matters of Taste” subject, alongside Luis Bunuel’s Le Charme discret de la bourgeoisie, Gabriel Axel’s Babette’s Feast, and Laurent Bénégui’s Au Petit Marguery, as all are considered classic films depicting French eating cultures. Certainly any French cinema student would know La Grande bouffe and most cinephiles around the world have seen it. It is essential background knowledge for students studying French eating cultures and features as a key reference in much scholarly research and popular culture on the subject. After explaining the canonical status of La Grande bouffe and thus validating its inclusion in the course, I warned students about the explicit nature of the film. We studied it for one week out of the 12 weeks of semester, focusing on questions of taste in the film and the socio-cultural representations of food. Although the almost ubiquitous response was: “C’est dégueulasse!,” there was no serious resistance until the final exam when a few students declared that they would boycott any questions on La Grande bouffe. I had not actually included any such questions in the exam. The student evaluations at the end of semester indicated that several students questioned the inclusion of this “disgusting pornography” in the corpus. There is undoubtedly less nudity, violence, gore, or sex in this film than in the Game of Thrones TV series. What, then, repulses these Gen Y students? Is it as Pasolini suggests, the neorealistic dialogue and décor that disturbs, given the ontologically challenging subject of suicide? (Viano). Or is it the fact that there is no reason given for the desire to end their lives, which privileges the physiological over the psychological? Is the scatological more confronting than the pornographic? Interestingly, “food porn” is now a widely accepted term to describe a glamourized and sometimes sexualized presentation of food, with Nigella Lawson as its star, and hundreds of blog sites reinforcing its popularity. Yet as Andrew Chan points out in his article “La Grande bouffe: Cooking Shows as Pornography,” this film is where it all began: “the genealogy reaches further back, as brilliantly visualized in Marco Ferreri’s 1973 film La Grande bouffe, in which four men eat, screw and fart themselves to death” (47). Is it the overt corporeality depicted in the film that shocks cerebral students into revulsion and rebellion? Conclusion In the guise of a conclusion, I suggest that my Gen Y students’ taste may reveal a Bourdieusian distaste for the taste of others, in a third degree reaction to the 1970s distaste for bourgeois taste. First degree: Ferreri and his entourage reject the psychological for the physiological in order to condemn bourgeois values, provoking scandal in the 1970s, but providing compelling cinema on a socio-political scale. Second degree: in spite of the outcry, high audience numbers demonstrate their taste for scandal, and La Grande bouffe becomes a must-see canonical film, encouraging my choice to include it in the “Matters of Taste” corpus. Third degree: my Gen Y students’ taste expresses a distaste for the academic norms that I have embraced in showing them the film, a distaste that may be more aesthetic than political. Oui, c’est dégueulasse, mais … Bibliography Allison, Henry E. Kant’s Theory of Taste: A Reading of the Critique of Aesthetic Judgement. Cambridge, UK: Cambridge UP, 2001. Bourdieu, Pierre. Distinction: A Social Critique of the Judgement of Taste. Trans. Richard Nice. Cambridge, Massachusetts: Harvard UP, 1984. Calvesi, M. “Dipingere all moviola” (Painting at the Moviola). Corriere della Sera, 10 Oct. 1976. Reprint. “Arti figurative e il cinema” (Cinema and the Visual Arts). Avanguardia di massa. Ed. M. Calvesi. Milan: Feltrinelli, 1978. 243–46. Celluloid Liberation Front. “Consumerist Ultimate Indigestion: La Grande Bouffe's Deadly Physiological Pleasures.” Bright Lights Film Journal 60 (2008). 13 Jan. 2014 ‹http://brightlightsfilm.com/60/60lagrandebouffe.php#.Utd6gs1-es5›. Chan, Andrew. “La Grande bouffe: Cooking Shows as Pornography.” Gastronomica: The Journal of Food and Culture 3.4 (2003): 47–53. Dickie, George. The Century of Taste: The Philosophical Odyssey of Taste in the Eighteenth Century. New York and Oxford: Oxford UP, 1996. Ebert, Roger, “La Grande bouffe.” 13 Jan. 2014 ‹http://www.rogerebert.com/reviews/la-grande-bouffe-1973›. Ferreri, Marco. La Grande bouffe. Italy-France, 1973. Freedman, Paul H. Food: The History of Taste. U of California P, 2007. Gadamer, Hans-Georg. Truth and Method. Trans. Joel Winsheimer and Donald C. Marshall. New York: Continuum, 1999. Habib, André. “Remarques sur une ‘réception impossible’: Salo and La Grande bouffe.” Hors champ (cinéma), 4 Jan. 2001. 11 Jan. 2014 ‹http://www.horschamp.qc.ca/cinema/030101/salo-bouffe.html›. Keller, James R. “Four Little Caligulas: La Grande bouffe, Consumption and Male Masochism.” Food, Film and Culture: A Genre Study. Jefferson, North Carolina: McFarland & Co, 2006: 49–59. Masoni, Tullio. Marco Ferreri. Gremese, 1998. Pasolini, P.P. “Le ambigue forme della ritualita narrativa.” Cinema Nuovo 231 (1974): 342–46. Ross, Kristin. May 68 and its Afterlives. Chicago: U of Chicago P, 2008. Smith, Alison. French Cinema in the 1970s: The Echoes of May. Manchester: Manchester UP, 2005. Télérama: “La Grande bouffe: l’un des derniers grands scandales du Festival de Cannes. 19 May 2013. 13 Jan. 2014 ‹http://www.telerama.fr/festival-de-cannes/2013/la-grande-bouffe-l-un-des-derniers-grands-scandales-du-festival-de-cannes,97615.php›. The Guardian: 1000 films to see before you die. 2007. 17 Jan. 2014 ‹http://www.theguardian.com/film/series/1000-films-to-see-before-you-die› Tury, F., and O. Peter. “Food, Life, and Death: The Film La Grande bouffe of Marco Ferreri in an Art Psychological Point of View.” European Psychiatry 22.1 (2007): S214. Viano, Maurizio. “La Grande Abbuffata/La Grande bouffe.” The Cinema of Italy. Ed. Giorgio Bertellini. London: Wallflower Press, 2004: 193–202.
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